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Infinite Games?

Anonymous Coward writes "BBC is running a story on how US scientists are working on improving AI - with potential benefits for coming games. The system, called Liquid Narrative allows to avoid scripted storylines, and finally gives us, the gamers, full freedom to do whatever we want to do. R. Michael Young, the project coordinator, says: 'Game companies are realising that story telling has a lot of potential that has not been tapped yet.'"

55 of 356 comments (clear)

  1. Remember in the good ole days by Anonymous Coward · · Score: 4, Funny

    When technological innovation was driven by war and/or exploration? Now, it's driven by games.

    1. Re:Remember in the good ole days by govtcheez · · Score: 4, Funny

      But I thought the rule was that all technological innovation was driven by pr0n?

  2. Now look what you've done! by mschoolbus · · Score: 3, Funny

    ... and skynet was born!

  3. I've been playing infinite games for years. by TheDick · · Score: 2, Funny

    Anyone remember Trade Wars 2002?

    Or Legend of the Red Dragon?

    I used to think those went on forever!

    --

    1. Re:I've been playing infinite games for years. by alister667 · · Score: 5, Insightful

      Yep, soon the researchers will have made up enough ground to come up with *ELITE*. Greatest game ever, and totally open ended.

      --
      We ARE the peat bog soldiers.
    2. Re:I've been playing infinite games for years. by gl4ss · · Score: 2, Informative

      elite DID have a 'plot' though.

      frontier: elite 2 didn't have any, which was bad, because after you got the gazillion credits the game sort of just died on you, sure you could go exploring but the star systems were mostly alike after you got far enough from the core systems.

      frontier: first encounters had a kind of a plot, or an extended quest, which got you a thargoid ship.

      the most 'free' game i've played for a while is morrowind, the most boring what comes to freedom nwn..

      --
      world was created 5 seconds before this post as it is.
    3. Re:I've been playing infinite games for years. by Frying+Ferret · · Score: 2, Insightful

      Ahhh nethack, now there is a game that never ends, just when you think you've seen everything you fall through a trap door into an entirely new type of level. Why can't we have more games like that, I mean the gui versions suck, but good old ascii art still rings true for me.

  4. Do tell... by Longinus · · Score: 3, Funny
    'Game companies are realising that story telling has a lot of potential that has not been tapped yet.'

    Say it ain't so! What happened? Did someone actually play a game that existed before the 3D X-TREME era and realize that games with story and gameplay emphasised over flashy graphics, T&A, and worn out franshises can be actually be good?

    Quick, someone call Sony and tell them they're fucked!.

    1. Re:Do tell... by DrEldarion · · Score: 3, Interesting

      ... because god knows plot can't exist in a game with good graphics!

      This argument is horrible. Go back and play some of those "great" games that you remember from back then and you'll see how shallow the plots actually are. I recently went back and played FF3(6) again, and I couldn't even finish it - It just couldn't grab my attention anymore. Now compare it to something like Suikoden 3 which has an incredibly engrossing storyline told in a great manner.

      Companies are putting a LOT more emphasis on plot nowadays (heh, in fact, Squaresoft is basically putting ALL the emphasis on plot! (see FFX)). The reason we think they're not is that we're becoming older and we need a LOT more to keep our attention. When I was 14 and playing FF3, it completely overwhelmed me, but now it can't keep my interest at all.

      -- Dr. Eldarion --

    2. Re:Do tell... by Longinus · · Score: 4, Insightful
      This argument is horrible. Go back and play some of those "great" games that you remember from back then and you'll see how shallow the plots actually are. I recently went back and played FF3(6) again, and I couldn't even finish it - It just couldn't grab my attention anymore. Now compare it to something like Suikoden 3 which has an incredibly engrossing storyline told in a great manner.

      Funny you should use that example. A friend and I have recently been playing through old RPGs online via ZSNES. We just finished up FFVI, and Secret of Mana before that. You know what? I still prefer those games to most anything coming out these days, and remain every bit as engrossed as the first time I played it.

      Companies are putting a LOT more emphasis on plot nowadays (heh, in fact, Squaresoft is basically putting ALL the emphasis on plot! (see FFX)).

      What A terrible example. Not to argue that FFX was lacking in the story department, but all of the post-SNES Final Fantasies seem to flaunt style over substance (with the possible exception being VII). Proof of this lies no further than the upcoming FFX-2, a sequel to FFX staring a John Woo-style gun toting Yuna wearing hot pants with two scantilly clad female companions. What's this about Square still pushing story in the FF series?

    3. Re:Do tell... by silhouette · · Score: 4, Funny

      in fact, Squaresoft is basically putting ALL the emphasis on plot!

      You mean the plot where a young group of rag-tag heros with a plucky/brooding/reluctant leader have to go travel the world on an adventure to destroy an ancient/extraterrestrial evil that has somehow awoken, during which the companions learn the true value of friendship, loyalty, and teamwork?

      That one would be Final Fantasy .. erm.. all of them.

      --
      Experts agree: everything is fine.
  5. It's about time by CleverNickedName · · Score: 5, Insightful

    Finally computer game story lines are catching up with pen-and-paper RPGs.

    Now if the graphics and audio could only improve on my imagination...

    --


    Unfortunately, I am not Wil Wheaton
  6. For the geeks... by Jugalator · · Score: 4, Informative

    ... The Mimesis Project might be interesting as well. Apparently, they are using Unreal Tournament as a test-bed for the AI discussed in the article.

    But I'm still at a loss why they chose UT, of all games, as a "story-telling" AI test-bed. :-)

    --
    Beware: In C++, your friends can see your privates!
    1. Re:For the geeks... by kevinvee · · Score: 4, Informative

      I'm actually sitting in Dr Young's game design and development class right now. The reason he uses UT for most of his projects is that it has an excellent engine with a huge amount of 3rd party development support. The game comes with all the editors necessary, and you can export all the necessary code from the game itself in order to expand on the original engine. While the game epic created using this engine was a first person shooter, it could have just as well been a platformer or third person role playing game.

    2. Re:For the geeks... by Hobophile · · Score: 2, Interesting
      Also, NC State is in Raleigh, and Epic (creators of the Unreal engine) is also based in Raleigh.

      While I am sure the reasons you've given are equally if not more important, I think having the development team for the engine you're using a short distance from campus certainly doesn't hurt anything.

    3. Re:For the geeks... by PHoRD42 · · Score: 3, Informative

      Actually, I was in Mimesis for a semester, and it's none of that, really. The only basis that I'm aware of was that UT can be modded heavily without spending thousands on licensing the engine. They've got a LISP server they connect to that manages all the game logic and the client is actually mostly a bunch of basic mod stuff, like tourists in the aquarium that wander around and form groups (which I coded) and various HUD changes and so on. All the real AI is developed on the remote controller, so it doesn't require direct modification of the UT engine.

  7. Other applications... by Tar-Palantir · · Score: 3, Funny

    This technology sounds like adaptation to certain, shall we say, "naughtier" activities than gaming could be a possibility. ;) They simulated a visit to the Monterey Aquarium, why not simulate, say, a visit to a secluded hamlet in Soviet Russia with Natalie Portman? Sign me up.

    1. Re:Other applications... by billybob2001 · · Score: 4, Funny

      why not simulate, say, a visit to a secluded hamlet in Soviet Russia with Natalie Portman?

      Because in Soviet Russia, Natalie Portman vists you!

      </inJoke>

  8. Putting the RP in RPGs by PhxBlue · · Score: 4, Insightful

    Even the best RPGs I've played for the PC have always felt scripted to me. You're limited in the actions you can take or the things you can say. I suppose this is a constraint of dealing with computers. . . but it's also why old-fashioned pencil-and-paper RPGs are still my favorite. You can come up with something the GM/Storyteller never thought of, pull off your idea, and see the results. Most computer RPGs stifle you at step 2.

    --
    !#@%*)anks for hanging up the phone, dear.
  9. Re:Translation: AI is Nowheresville by jgerman · · Score: 4, Insightful

    but that was before people had run out of ideas pertaining to AI. Today the only problems AI can solve are uninteresting ones.


    Not even remotely true. AI faded from the public eye maybe, but there are literally hundreds of interesting projects that are being researched. The field never went away, it just doesn't make it into the mass media.

    --
    I'm the big fish in the big pond bitch.
  10. DRINK! by nounderscores · · Score: 2, Funny

    So what will you do when you are stuck at the Giant's Drink?

    1. Re:DRINK! by mr.henry · · Score: 2, Funny

      You gouge out his eye!!

  11. Morrowind 2 anyone? by pvera · · Score: 4, Insightful

    I have been playing Elder Scrolls III: Morrowind since December 31, 2002 and I still can't put it down. It is really neat to have this gigantc scenario to explore and there's always many things around to do that have nothing to do with the main quest. I am positive that after a whole month playing that game I have yet to uncover 25% of the map.

    If these people could expand on this concept and come up with a Morrowind model that spans across a few continents instead of one, and with maybe 3-5 main quests that are dynamically generated then it would take months to finish it. The problem is that if it takes so long to finish one game, people will buy less games. Same thing as building a car that runs like new for 10 years. The car company wants you to buy a new car every 5.

    --
    Pedro
    ----
    The Insomniac Coder
    1. Re:Morrowind 2 anyone? by SmittyTheBold · · Score: 4, Insightful

      The problem is that if it takes so long to finish one game, people will buy less games.

      That's why you'll see smaller companies making games like that - they only have one game at a time to sell you, while EA wants you to buy all 3,000 of their current titles.

      --
      ± 29 dB
    2. Re:Morrowind 2 anyone? by Balinares · · Score: 2, Informative

      If these people could expand on this concept and come up with a Morrowind model that spans across a few continents instead of one...

      It already exists.
      And it's actually called The Elder Scrolls II: Daggerfall. And it's one of my favorite games ever. One order of magnitude above Morrowind in terms of freedom. If you've already covered 75% of Morrowind's map, well, just imagine that after playing Daggerfall for a year I hadn't even been in all the available subregions. To visit every place would take years and years. There are tens of thousands of them.

      The plot is great, very complex and political, and very non-linear. There are hundreds of factions, some you can join and some you can't, and all of them will have opinions about you depending on who you serve and who you betray.

      Heck, after finishing it, I still kept playing my character again and again because there were things I wanted to investigate after reading about them in books in some of the many libraries you'll find around. Turned out the things in question had indeed been implemented in the game. Wabbajack, Wabbajack, Wabbajack...

      Note that most of the game is randomly-generated, so the landscape and day-to-day missions may feel repetitive after a while, but they still somehow manage to feel very engrossing. Possibly because some of them can't be completed. It's a very interesting phase of character development when you're driven to expatriate yourself because you fucked up a mission and started hearing rumors about how much you suck. :)

      Also note that the game is possibly one of the buggiest ever made. But its qualities are otherwise so great that you'll keep coming back to it.

      --

      -- B.
      This sig does in fact not have the property it claims not to have.
  12. Reminds Me... by Remik · · Score: 4, Interesting

    ...there's a very interesting game out there called AISLE. It's interactive fiction, and, while you only get one move per game, you can do pretty much anything that you want in that one move. While it certainly isn't infinitely playable, there's feedback for many inputs that you'd never expect.

    -R

  13. Rules based Gaming. by lordmage · · Score: 2, Interesting

    I have always wondered what the main difference between computer gaming and Pen and Paper gaming. The difference is the assumed rules. If we can set up a universe that has a really good predefined set of rules, like "if (breathing) then alive" etc, then we could put together a real universe.

    I remember experimenting with Prolog which is not a set functional language but a rules-based language. By constantly checking the rules you can generate new rules and build a universe (genetically, nuerally).

    Our minds are rule based, while our problem solving is sequential. This is the difference and I am glad these people are working on it.

    --
    I can program myself out of a Hello World Contest!!
  14. Basic AI research important by Anonymous Coward · · Score: 2, Interesting
    Sophisticated AI is really hard. There are several classes of research related to AI, that are productive and established industries. Expert systems and knowledgebase systems come to mind. Let's be honest about AI here. The biggest application of AI techniques and technologies today is games. If you count applications like expert systems which are used by the government, AI in games is still the predominant application of AI techniques. People are just so damn impatient, they want results now and not 50-100 yrs from now.


    There is value in basic research, unfortunately very few people in power believe it's worth and are constantly cutting research budgets.

  15. Game developers shooting themselves in the foot? by docbrown42 · · Score: 3, Interesting

    By developing this, wouldn't the game developers be shooting themselves in the foot? If the game industry is dependant on people buying newer and better games (and keeping the money flowing into their pockets), by developing a game that is "infinite" (different every time, with no end), wouldn't people just buy that one game, and stop buying others?

    --
    Ed Wedig
    Graphic design services
    docbrown.net
  16. the desire for telos by ideonode · · Score: 5, Interesting

    A good few years ago, I wrote an MA Thesis on videogame culture. One of the areas that I looked at was the striving towards psychological mastery in videogames through a striving for the end - telos. In psychological terms, videogames insert "the subject into a narrative in which she or he sees herself or himself projected as the hero and potential master" (Peter Buse, 'Nintendo and Telos: Will You Ever Reach the End?' Cultural Critique 34 (1996) 163-84 (p.169))

    The ideas that Liquid Narrative are developing - realtime self-evolving narrative strands, reactive storytelling etc, seem to play interestingly into this notion of psychic development.

    However, one question I ask is: do games need narrative at all? Games are about play - we are all home ludens. Do basketball games need narrative? The most interesting, successful and universally appealing games are those such as Tetris, where there is no end, but no story to get there either.

  17. What, Myst or Deus Ex weren't good enough? by twilight30 · · Score: 2, Insightful

    I'm joking. I'm not a big gaming person, mostly because I suck at FPS-stuff. I do, however, think that Myst/Riven/Exile/whatever-Mudpie-is-called-now pretty much hit this one on the head. The problem they mention in the article, of infinite storylines, isn't really addressed by the gaming people they interviewed -- the balance has to be between one person or group's 'vision', or telling a story, and the player's receptivity to listen to that storyline. In Deus Ex, the Ion Storm Austin people decided to limit the narrative possibilities around a set two or three paths, and only in the final parts of the game.

    OK, so you make a 'game universe' : how is this any different from the mmo games now around?

    I'd think this would be more useful to people wanting to develop interactive environment simulations, rather than straight-ahead games : the aquarium as a metaphor probably works between than the FPS idea.

    Or maybe I'll just read a book instead.

    --
    ========================================
    Death will come, and will have your eyes
    -- Pavese
  18. I like the idea by greechneb · · Score: 2, Funny

    but it's already been done. Duke Nukem Forever has that. The story always changes. You never know what to expect, other than there is never an end to the game (or a beginning for that matter!)

  19. You have entered an infinite game. by Lethyos · · Score: 2, Funny

    You are likely to be eaten by a grue.

    --
    Why bother.
  20. Monkeys by screenbert · · Score: 2, Funny

    If an infinite number of monkeys sat down and played an infinite number of games, could they take an infinite number of different storylines?

    Of course then are the more important questions like:
    Would you have to have an infinite number of monkey feeders to feed the infinite number of monkeys and would they care about playing games with an infinite number of different storylines?

    If an infinite number of monkeys had to play an infinite number of games would they really have the "full freedom to do whatever" and if they did wouldn't they stop playing games and go out on a date?

    If the infinite number of monkeys were always playing an infinite number of games, how would they be able to procreate and wouldn't that lead the the demise of the infinite number of monkeys making the whole study useless?

    Brought to you by Monkeys for Infinite Games (MIG)

  21. This is the difference 'twixt Japanese and US RPGs by Stephen+Williams · · Score: 3, Insightful

    The Japanese style of RPG (e.g. the Final Fantasy series) treats role-playing in an entirely different way. Rather than creating your own character and playing out that role, you play the role of a predetermined character. For such games, scripted stories are very important. The whole point of the game is really to enjoy the story. Japanese RPGs boil down to basically being interactive stories.

    As you say, improved AI and non-scripted stories will advance the Western style of role-playing game. However, I don't think it'll they'll have much of an impact on the traditional Japanese story-driven RPGs.

    -Stephen

  22. guilty about killing "true AI badguys"? by kisrael · · Score: 4, Interesting

    So right now, some people are a bit squeamish about a game like GTA:VC, because of how it sort of encourages killing lots of innocent virtual people.

    But I don't think people are worried about killing the "AIs" for their own sake--the civillians are dumber than ants--but because they remind us of "real humans", and we don't want people to become casual about the lives of those.

    But what if AI advances to the point where the enemy in the game is effectively self-aware? Works to defend its self-interest, understands the situation and its place in that, has an idea of the motivation of the human player and other ingame entities, etc etc....it's a long way off, but should we ever feel bad about killing 'em?

    And if not, why not? Does the fact that these virtual people are likely to be trivially duplicatable inherently diminish their value as entities? (And if so, if someone could make a perfect copy of you right now, would you be more willing to get killed?)

    (I think all these thought experiments are interesting, though less so if consciousness (as we commonly think of it) ends up being more or less the "benign user illusion" some materialist philosophers describe it as. But if we take that full viewpoint, we need new standards to base some of our concepts of right and wrong on.)

    --
    SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
  23. Oh, I think I saw a game using this! by anonymous+loser · · Score: 2, Funny

    "Thank you Mario, but our princess is in another castle!"

  24. Re:Game developers shooting themselves in the foot by nick255 · · Score: 3, Funny

    If the game lasts forever then it will probably be sold on a subscription basis.

  25. Dr. Young by Junta · · Score: 4, Interesting

    I had an AI class with him. In one of those classes, he demoed this stuff. It was using the Unreal Tournament engine. Two demos he gave. One, two characters were put in a maze, without scripted moves and only knowledge of their immediate surroundings, and the knowledge of where they want to be and how to open doors (seemed like they had to go press and hold triggers or something, it's been awhile. Wasn't too terribly exciting by itself. This is along the lines I think when I think about traditional AI research, but doesn't strike me as very useful to a game..

    The other was the user walked around an aquarium, and fish swam however they saw fit. The interesting part was the plaques that gave information about the animals. There was a database of factoids, and some rules about grammar and various languages, but no pre-written plaques. When viewed, the plaques contained a generated paragraph which presented some of the facts. The paragraph was always different every time you looked, and it could do it in several languages. This demonstrated how it could be used in an educational application, but also how it could be used to make NPC dialog more dynamic and realistic ('Times are Tough...').

    The ultimate goal was to have a few stated conditions, and maybe end conditions, and allow the gamer full control over the environment, and have the story adapt to the conditions the player causes, if the story as planned to that point becomes impossible due to a players actions (say player is on an island with only one boat around, and he is expected to go to another island, but destroys the boat instead), a new story is generated on the fly. The computer adlibs. Also, if the game absolutely, positively requires that the player go to another island, some mechanisms can be put in, such as if the boat is not there, helicopter or another boat comes in and the occupants conveniently walk away from it.

    He described the goal to be a fully interactive story, that is never the same twice through. A very interesting boon to RPGs as we know it. The aquarium demo at least showed promise for better NPC dialog. I don't know if they have anything to show the evolving story yet though...

    --
    XML is like violence. If it doesn't solve the problem, use more.
  26. This won't fix bad games. by Aquitaine · · Score: 3, Insightful

    No AI is ever going to be a substitute for good game design and a good story. The article talks about rebuilding the game world if you kill some important ally or destroy an important object, but that's really only applicable for games like Unreal (that they showcase in the article). Unreal isn't a story; sure, it may have some story cobbled together, but Unreal and most games like it are only good for playing against other people and showcasing graphics cards. Something like Deus Ex is infinitely harder to design, because not only do you have to write a compelling story, but you also have to implement it.

    Games like the Quest for Glory series were built around the theory that the player will want to be able to do just about anything, to break just about anything, and to be just about anything. They did this very well. It's not about scripting or AI that can allow the player to do anything; it's about using the story and scripting to guide the player without making them feel like they're being guided. Deus Ex is a good example. There are levels that you have to finish, so it's static in that respect, but the manner in which you finish them is completely up to you, and so you feel like you are in control, even though you're doing exactly what the designers wanted you to for most of the game.

    People are easily wowed by the next generation of Unreal, and they certainly are quite impressive and expertly done. But they are also quite forgettable. When the last Quest for Glory game came out in '98, I'll bet you that most people pulled out the first four and re-did them (games from the 80's!) just so they could keep their character. Or if they didn't redo them, they had a dusty old floppy somewhere that had it.

    Even if we had an AI smart enough to behave like a human, we will never have an AI smart enough to be as creative as humans can.

  27. He's Tron. by nounderscores · · Score: 3, Funny

    He plays for the users.

  28. Re: Game... Ever Tried Sim Anything? by Hollinger · · Score: 2, Interesting

    The Sim series of games are inherently unending, yet they're thriving, and now have one of the most recognized brands in the US.

    What's kept the Sims series alive? Constant upgrades and updates.

  29. Shoot. by grub · · Score: 3, Funny


    ..how US scientists are working on improving AI - with potential benefits for coming games.

    Ah crap. Does this mean the next version of Neverwinter Nights won't let me hide behind a rock formation and waste that dragon with my arrows? The bloody thing will actually find a way around? Damn scientists..

    --
    Trolling is a art,
  30. Re:this is great -- is it? by stm555 · · Score: 2, Insightful

    How can you seriously complain about that?
    "I've got stacks of games collecting dust.." .. I've got stacks of books collecting dust, but I don't consider that a flaw in the books themselves.

    Games are just like any other narrative product, like movies or books, you can't just constantly use them and expect to stay entertained. They do, however, lend themselves to re-use, like movies or books, after you've given them time to slip from your mind.

    I, for one, am kind of hesitant to say that this kind of automatic storytelling would be a good thing. The really good games, like really good stories, have very enveloping plots. I don't see how an 'automatic' story generator can consistently create an entertaining story line. It might be ok for individualized scenes, but the difficulty in tying all that together into an enjoyable plot seems astronomically difficult.

    I think the only infinite game is life.

  31. Slashdot is aiming way too low by RobotWisdom · · Score: 5, Insightful
    This article is a thumbsucker for technical illiterates, and an insult to Slashdot's readership. It gives zero insight into game design that hasn't been an industry cliche since the glory days of Infocom (20 years ago). Self-promoters make these boasts on a weekly basis, so Slashdot editors should know enough to refuse to link stories unless they include usable new content.

    The problem that 'Liquid Narrative' is addressing goes back at least to George Polti's "36 Dramatic Situations" in the year 1900. My AI faq gives infinitely more perspective than this BBC pap, on the important questions. (It's getting a little stale, but I'm currently revising the timeline with lots of rich resources.)

  32. Elite 4 anyone? by vano2001 · · Score: 2, Interesting

    Now if David Braben and his company would get this new concept of AI into their forthcoming (if ever coming) Elite 4 and add in concepts from Morrowind 2 and fractal generated planetscapes with fractal generated cities and civilisations (You will be able to land on planets and do stuff in Elite 4)... that would be The Infinite Game

  33. Is that what you *really* want, though? by Rinikusu · · Score: 3, Interesting

    I dunno about you, but I get a sense of satisfaction when I finally BEAT a game. You know, complete all the missions, quests, whatever, resolve the story. I want there to be an end boss. I want to kill that boss, save the princess, save the world, whatever. I want to soak up the story that went along with it and remember it fondly, like a good movie. And then I want to get another game and experience the same. For me, gaming is like playing a good novel. Just because it's "open ended" doesn't mean it'll be good. Part of the fun (and frustration) in many games is the limitations and learning to work around them.

    --
    If you were me, you'd be good lookin'. - six string samurai
    1. Re:Is that what you *really* want, though? by SScorpio · · Score: 2, Informative
      I agree with you. I prefer games that have a good story.

      However, it is possible to have a good story and have some openendness to it. Games like Morrowind and Daggerfall both have a main storyline; however, you can go off in the world and do whatever you want without following the story.

      Other games such as Shenmue are not as free, but they still offer a large amount of things you can do. Shenmue is also interesting in that the environment changed around you. It starts off in December and people wear coats and such, but time can pass to it becoming spring and people wear light cloths, tree blossom, etc. There are also many different scenarios you can partake in to accomplish a goal such as going into a bar and fighting a group of people or going into a pool hall and challenge people to a game and get the needed information either way.

      The best use of AI in a game that I have seen so far would have to be Seaman for the Sega Dreamcast. It wasn't so much a game as a really cool way to show off AI. In the game you raise a fish/man that grow and eventually will have actual converstations with you. It'd be really interesting to see this work in a game using multiple NPCs.

  34. Re:Translation: AI is Nowheresville by Crea · · Score: 3, Interesting

    AI is most definitely not nowhere. What is true is that the expectations of most people outside the AI scene were highly unrealistic, and AI had to go through a massive period of readjustment to determine the direction to head in...

    Just a recent example - Boeing just nailed the design specs of the new 777 using genetic algorithms to determine the most efficient dimensions.

    AI is not what most people imagine it to be.

  35. Game Developers are not Writers... by XnetZERO · · Score: 2, Insightful

    Ever see a position open at a gaming company for a writer? No, because they don't exist. Game Developers need to realize that writing both narrative and non-narrative storylines is a specialists position.

    Hire writers and the games will become much more compelling.

  36. Ender's Game by Pupp3tM · · Score: 2, Interesting

    I'm surprised nobody's compared this to good old Orson Scott Card. A game that makes itself up as you keep playing? Next thing you know, we'll have AI constructs self-perpetuating themselves over interplanetary networks...

    --
    "Time is an illusion.
    Lunchtime doubly so."
    -Douglas Adams

    David Borowitz
  37. Re:so do some DMs/GMs by jvkjvk · · Score: 2, Insightful

    What a poor way to play a role playing game. It seems as if the role you are playing is someone playing an RPG. I'm sure your character walks up to a door and says "sense", or goes into a room and says "detect trap".

    Perhaps it is an indication of the skill of the GM, but it is also up to you to role play.

    Each side feeds the other. Perhaps if you were to say something like

    "Hmm, the door is locked. I look at the handle and lock. Are there any hinges on this side of the door?"

    "No"

    If you actually do have a magical ability to detect traps, you could say something like:

    "I open up my awareness to the chi/feng shui (or whatever genre you are playing in) of the room, does anything seem amiss?"

    "Well, the whole room seems kind of off, and the chest in the corner is tickling your awareness more strongly."

    However, if you have more of a thief type skill, I would expect you to actually start looking at parts of the room. You might start with:

    "I scan the room, looking for anything amiss - cracks in the wall, outcroppings of stone, shelves, niches, darkened areas."

    If you actually make an easy detect traps roll, the GM should give you some area to concentrate on, so you can hone your *actual* problem solving skills on the real challenge - the trap.

    If not, I would expect you to try and look at individual parts of the room, like the chest, door, walls, floor, ceiling, etc.

    I always prefer people to actually *solve* the trap, as opposed to relying on some stupid roll of the dice. Perhaps they can even solve it in a way that I have not thought of, but is reasonable.

    I could go on, but hopefully you get the idea.

  38. Drawbacks for the industry by slifox · · Score: 2, Insightful

    Unfortunately making games that extend themselves will have some drawbacks for the game industry. If one had to simply buy one game which could evolve as it pleased, instead of buying multiple, specialized games (non-evolving), many game developers would be out a lot of money.

    I think that development on this field in the games industry will be hindered, if not stopped (for a while, at least), as the CEO's wouldn't want their salary to go down.

  39. nothing new... by Magius_AR · · Score: 2, Informative

    Games like this already exist.
    They are merely few and few between.
    Baldur's Gate developed something of a growing narrative, where your actions would generate different behavior from good or evil people depending on what you did.
    Black & White was somewhat adaptive.
    It's just not exactly easy to code a game with that sort of flexibility.
    So they can talk all they want, I'll believe it when I see it.

  40. First-Person shooter versus real wargames by MonkeyT · · Score: 2, Interesting

    It seems everybody's talking about first-person shooters, which, if that's the point of this seems pretty limited to me, but imagine how much it would change a world war two simulation, where an online group of players were a single squadron. Using a system like this to manage an entire war scenario could bring strategy games to the front and knock splatter games down a peg or two.